The Doctor

By Muelmuel, in Star Wars: Armada Fleet Builds

So in response to @Ginkapo challenge to use the Dictor, I started off building around the Doctor build, as I've faced it before and it is a tough wall to beat when played properly.

My first 2 lists make use of the relative similarities of the Interdictor and victory chassis. slow speed and similar size lets them slow roll as a wall together. Vics will pound from long range while the Interdictor will guard the fleet from any brawlers and heal vics, and finally a fighter screen. I initially chose Tarkin for his token flexibility, but JJ and motti are possibilities for their manoeuvring and durability respectively.

Tarkin Doctor (398/400)
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Interdictor Suppression Refit (90 + 62)
+ Grand Moff Tarkin (38)
+ Captain Brunson (5)
+ Disposable Capacitors (3)
+ Targeting Scrambler (5)
+ Grav Shift Reroute (2)
+ Projection Experts (6)
+ Interdictor (3)
Victory II-class Star Destroyer (85 + 14)
+ Gunnery Team (7)
+ Disposable Capacitors (3)
+ Leading Shots (4)
Victory II-class Star Destroyer (85 + 14)
+ Gunnery Team (7)
+ Disposable Capacitors (3)
+ Leading Shots (4)
6 x Tie Fighter Squadron (6 x 😎
Station Assault
Contested Outpost
Solar Corona

JJ Doctor (392/400)
==============
Interdictor Suppression Refit (90 + 56)
+ Moff Jerjerrod (23)
+ Captain Brunson (5)
+ Disposable Capacitors (3)
+ Targeting Scrambler (5)
+ Grav Shift Reroute (2)
+ Heavy Ion Emplacements (9)
+ Projection Experts (6)
+ Interdictor (3)
Victory II-class Star Destroyer (85 + 14)
+ Gunnery Team (7)
+ Disposable Capacitors (3)
+ Leading Shots (4)
Victory II-class Star Destroyer (85 + 14)
+ Gunnery Team (7)
+ Disposable Capacitors (3)
+ Leading Shots (4)
6 x Tie Fighter Squadron (6 x 😎
Station Assault
Contested Outpost
Solar Corona

My next list is similar to those I faced, a Thrawn Doctor Kuat build. Thrawn helps them do more on the critical turns, while the Doctor guards and heals the Kuat which wants to be in close range anyways. I faced fighter cover but I decided to add defenders for double duty and coz Thrawn :)


Thrawn Doctor (398/400)
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Kuat Refit (112 + 74)
+ Grand Admiral Thrawn (32)
+ Governor Pryce (7)
+ Fire-Control Team (2)
+ Phylon Q7 Tractor Beams (6)
+ Electronic Countermeasures (7)
+ Leading Shots (4)
+ Assault Concussion Missiles (7)
+ Chimaera (4)
+ Entrapment Formation! (5)
Interdictor Suppression Refit (90 + 33)
+ Captain Brunson (5)
+ Disposable Capacitors (3)
+ Targeting Scrambler (5)
+ Grav Shift Reroute (2)
+ Heavy Ion Emplacements (9)
+ Projection Experts (6)
+ Interdictor (3)
Maarek Stele (21)
Colonel Jendon (20)
3 x TIE Defender Squadron (3 x 16)
Contested Outpost
Solar Corona
Station Assault

I considered siphoning some points for a gozanti to do carrier duty to allow the Kuat and Doctor to focus on the other commands, but am not sure which is more efficient.

I like the second one most, but turn the ties into a goz with coms net if you can

I agree with Broba. I played a list almost identical to the second one. I find that without JJ, VSDs can't turn enough to be a serious threat, even with Dcaps. Did you consider Wulff?

Note that the Doctor is strong in an MSU as well.